blob: b23da6832e3b3734b00174d11cf0196f115b4fa8 [file] [log] [blame]
/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLShaderStringBuilder.h"
#include "GrSKSLPrettyPrint.h"
#include "SkAutoMalloc.h"
#include "SkSLCompiler.h"
#include "SkSLGLSLCodeGenerator.h"
#include "SkTraceEvent.h"
#include "gl/GrGLGpu.h"
#include "ir/SkSLProgram.h"
#define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
// Print the source code for all shaders generated.
static const bool gPrintSKSL = false;
static const bool gPrintGLSL = false;
static void print_source_lines_with_numbers(const char* source,
std::function<void(const char*)> println) {
SkTArray<SkString> lines;
SkStrSplit(source, "\n", kStrict_SkStrSplitMode, &lines);
for (int i = 0; i < lines.count(); ++i) {
SkString& line = lines[i];
line.prependf("%4i\t", i + 1);
println(line.c_str());
}
}
// Prints shaders one line at the time. This ensures they don't get truncated by the adb log.
static void print_sksl_line_by_line(const char** skslStrings, int* lengths, int count,
std::function<void(const char*)> println = [](const char* ln) {
SkDebugf("%s\n", ln);
}) {
SkSL::String sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false);
println("SKSL:");
print_source_lines_with_numbers(sksl.c_str(), println);
}
static void print_glsl_line_by_line(const SkSL::String& glsl,
std::function<void(const char*)> println = [](const char* ln) {
SkDebugf("%s\n", ln);
}) {
println("GLSL:");
print_source_lines_with_numbers(glsl.c_str(), println);
}
void print_shader_banner(GrGLenum type) {
const char* typeName = "Unknown";
switch (type) {
case GR_GL_VERTEX_SHADER: typeName = "Vertex"; break;
case GR_GL_GEOMETRY_SHADER: typeName = "Geometry"; break;
case GR_GL_FRAGMENT_SHADER: typeName = "Fragment"; break;
}
SkDebugf("---- %s shader ----------------------------------------------------\n", typeName);
}
std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLContext& context, GrGLenum type,
const char** skslStrings, int* lengths, int count,
const SkSL::Program::Settings& settings,
SkSL::String* glsl) {
// Trace event for shader preceding driver compilation
bool traceShader;
TRACE_EVENT_CATEGORY_GROUP_ENABLED("skia.gpu", &traceShader);
if (traceShader) {
SkString shaderDebugString;
print_sksl_line_by_line(skslStrings, lengths, count, [&](const char* ln) {
shaderDebugString.append(ln);
shaderDebugString.append("\n");
});
TRACE_EVENT_INSTANT1("skia.gpu", "skia_gpu::GLShader",
TRACE_EVENT_SCOPE_THREAD, "shader",
TRACE_STR_COPY(shaderDebugString.c_str()));
}
SkSL::String sksl;
#ifdef SK_DEBUG
sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false);
#else
for (int i = 0; i < count; i++) {
sksl.append(skslStrings[i], lengths[i]);
}
#endif
SkSL::Compiler* compiler = context.compiler();
std::unique_ptr<SkSL::Program> program;
SkSL::Program::Kind programKind;
switch (type) {
case GR_GL_VERTEX_SHADER: programKind = SkSL::Program::kVertex_Kind; break;
case GR_GL_FRAGMENT_SHADER: programKind = SkSL::Program::kFragment_Kind; break;
case GR_GL_GEOMETRY_SHADER: programKind = SkSL::Program::kGeometry_Kind; break;
default: SK_ABORT("unsupported shader kind");
}
program = compiler->convertProgram(programKind, sksl, settings);
if (!program || !compiler->toGLSL(*program, glsl)) {
SkDebugf("SKSL compilation error\n----------------------\n");
print_sksl_line_by_line(skslStrings, lengths, count);
SkDebugf("\nErrors:\n%s\n", compiler->errorText().c_str());
SkDEBUGFAIL("SKSL compilation failed!\n");
return nullptr;
}
if (gPrintSKSL) {
print_shader_banner(type);
print_sksl_line_by_line(skslStrings, lengths, count);
}
return program;
}
GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
GrGLuint programId,
GrGLenum type,
const char* glsl,
int glslLength,
GrGpu::Stats* stats,
const SkSL::Program::Settings& settings) {
const GrGLInterface* gli = glCtx.interface();
// Specify GLSL source to the driver.
GrGLuint shaderId;
GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
if (0 == shaderId) {
return 0;
}
GR_GL_CALL(gli, ShaderSource(shaderId, 1, &glsl, &glslLength));
stats->incShaderCompilations();
GR_GL_CALL(gli, CompileShader(shaderId));
// Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
bool checkCompiled = kChromium_GrGLDriver != glCtx.driver();
#ifdef SK_DEBUG
checkCompiled = true;
#endif
if (checkCompiled) {
GrGLint compiled = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
if (!compiled) {
SkDebugf("GLSL compilation error\n----------------------\n");
print_glsl_line_by_line(glsl);
GrGLint infoLen = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
if (infoLen > 0) {
// retrieve length even though we don't need it to workaround bug in Chromium cmd
// buffer param validation.
GrGLsizei length = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
SkDebugf("Errors:\n%s\n", (const char*) log.get());
}
// In Chrome we may have failed due to context-loss. So we should just continue along
// wihthout asserting until the GrContext gets abandoned.
if (kChromium_GrGLDriver != glCtx.driver()) {
SkDEBUGFAIL("GLSL compilation failed!");
}
GR_GL_CALL(gli, DeleteShader(shaderId));
return 0;
}
}
if (gPrintGLSL) {
print_shader_banner(type);
print_glsl_line_by_line(glsl);
}
// Attach the shader, but defer deletion until after we have linked the program.
// This works around a bug in the Android emulator's GLES2 wrapper which
// will immediately delete the shader object and free its memory even though it's
// attached to a program, which then causes glLinkProgram to fail.
GR_GL_CALL(gli, AttachShader(programId, shaderId));
return shaderId;
}
void GrGLPrintShader(const GrGLContext& context, GrGLenum type, const char** skslStrings,
int* lengths, int count, const SkSL::Program::Settings& settings) {
print_sksl_line_by_line(skslStrings, lengths, count);
SkSL::String glsl;
if (GrSkSLtoGLSL(context, type, skslStrings, lengths, count, settings, &glsl)) {
print_glsl_line_by_line(glsl);
}
}